Time Nick Message 00:02 Exio4 there will be a 0.4.9 in xmas 00:07 sapier did anyone ever try this one? minetest.hash_node_position????? 00:13 ShadowNinja emptty: That's been around for a long time(Pre-0.4.3?), but usually it doesn't flash. 00:14 emptty Exio4: cool! that's a good news 00:15 emptty ShadowNinja: well, it was playable with 0.4.7, but it becomes rather difficult with the latest stable 00:15 emptty (it was playable, even if it blinked from time to time, like when switching between "burning" and "not burning") 00:25 sapier sadly hash_node_position is really a "hash" and not a 48 bit value 00:30 emptty woot, it works perfectly with those three patches 00:30 emptty thanks guys 00:40 ShadowNinja sapier: return (pos.z+32768)*65536*65536 + (pos.y+32768)*65536 + pos.x+32768 00:41 ShadowNinja sapier: Looks like a number to me... 00:41 sapier if you do it backwards you see loss of z coordinate 00:43 sapier funny thing is it's that symetric it can even be fixed 00:47 sapier ok I don't understand whyt this code works https://gist.github.com/sapier/7865813 00:48 sapier ohhhh 00:49 sapier guess I should've copied it to gist previously :-) 01:03 iqualfragile sapier: what exactly do you not understand about it? 01:05 sapier I didn't see the typo in 65535 ;-) 01:06 iqualfragile k 01:14 leo_rockway greetings, y'all. 01:14 leo_rockway the last few days I've been getting segfaults with latest builds. 01:14 leo_rockway I just figured out it can be reliable reproduced with the indev map generator 01:15 leo_rockway I start minetest, create a new map using indev and when I try to run it it segfaults. 01:16 kaeza ^ confirmed 01:20 leo_rockway kaeza: ^ unconfirmed now? >.< 01:20 kaeza wait... 01:23 kaeza what is the point of the mapgen combo on the map settings if it's only applied when you actually enter the map (i.e. not after creating it) ? 01:23 kaeza anyway, seems to crash reliably on indev 01:24 leo_rockway alright 01:24 kaeza for now, this is the gdb bt (release build): http://pastebin.com/pcWUJagb I'll build a debug version 01:25 VanessaE I thought we weren't supposed to use release builds for now? 01:26 VanessaE was that already fixed? 01:34 kaeza http://pastebin.com/ma3kGpHt 01:46 daswort i get this error over and over again. looks a bit messy. https://dpaste.de/5LWx 01:46 daswort why does MT write that error thousand times in the output even when there is not interaction with the menu? 01:50 sapier yes VanessaE 01:50 sapier got fixed following day 01:50 VanessaE oh ok. 01:51 VanessaE as always I'm a day late and a dollar short :P 01:51 sapier indev is not recommended for production use 01:51 VanessaE looks like it's not recommeded for *any* use at the moment :) 01:51 sapier but be aware release builds usually are more crashy then debug builds 01:52 sapier master is quite buggy atm ... guess we need to stop adding experimental things if we want to release until christmas 01:53 sapier a green tree ... I still don't have a christmas tree ... <<< fetching saw >>> 01:56 VanessaE ha! 02:57 hmmmm I see the problem with proller's mapgen 02:57 hmmmm he feels that he doesn't need to set ndef inside of his cave's ctor override 08:13 RealBadAngel nore's patch broke shaders on some GPUs, heres the fix (and some optimization, thx to nore's idea) 08:13 RealBadAngel https://github.com/RealBadAngel/minetest/commit/39497c05b3ddebaec1783a16b6cec612d4b66ff7 08:13 RealBadAngel any objections? 08:14 RealBadAngel btw patch is already tested by me, nore and VanessaE 08:15 VanessaE works fine for me, no regressions that I could find after significant testing. 08:15 nore I'm ok for it... 09:18 specing man it would be great if minetest actually remembered passwords 09:18 VanessaE G*d yes 09:18 specing It would be much more great if it wre using pubkey auth! 09:18 specing (quake style key) 09:56 specing I think boats are actually slower than jsut swimming 16:52 sapier https://github.com/minetest/minetest/pull/1030 come on guys that one is sitting around for days now fully tested lacking ANY comment of a core dev 16:54 sapier same for this one https://github.com/minetest/minetest/pull/1027 16:54 sapier https://github.com/minetest/minetest/pull/1036 and of course that one too ... john_minetest did quite a lot of testing for those 16:55 thexyz I think that for #1027 we should have a one hardcoded (client-side setting) CDN server which the client will always use before attempting any others 16:55 thexyz this will improve player experience on servers that don't have remote media set up 16:56 sapier interesting idea but wouldn't that put a lot of load to that server? 16:57 thexyz for now we have minetest-cdn.net which is cloudflare'd 16:57 thexyz and i set it up so that media requests are served by cloudflare 16:57 sapier what about making server to tell client where to look for data? this way it's responsibility of server owner 16:58 thexyz and the server itself only sets a redirect 16:58 thexyz it's already this way, isn't it? 16:58 thexyz the problem is that on old servers no one is going to care about this 16:58 thexyz and having a "default" cdn server just works 16:58 sapier thought it's always fetched from server 16:59 thexyz what do you mean? 16:59 sapier yes but how is client supposed to know textures on cdn are same server has? 16:59 sapier e.g. if at server default textures are replaced 17:00 thexyz did you even read this pull you're suggesting to merge? 17:00 thexyz it uses sha hashes now instead of texture names 17:00 thexyz and verifies them of course 17:01 sapier I know so if server replaced the textures you do a useless lookup at cdn 17:02 sapier I read it quite some time agon ... it's sitting around for months now ... can't tell I know any singel detail about it 17:10 thexyz sapier: what do you mean "replaced the textures"? 17:10 thexyz it works this way: client gets list of hashes from server, POSTs them to the CDN server, gets list of hashes of textures the CDN server has and requests them from the CDN server 17:11 thexyz then with remaining textures/those that it failed to fetch it switches to the next CDN server 17:11 thexyz and in the end just ask server to send them the usual way 17:15 sapier this way EVERYTHING is checked by cdn server even if gameserver already KNOWS cdn server can't have the texture 17:16 thexyz gameserver doesn't know anything about cdn 17:16 sapier and btw I have a very very bad feeling about minetest calling 100 servers once it's started without user knowing anything about it 17:16 thexyz it doesn't call 100 servers either 17:16 thexyz everything is checked, yes, but that's not the problem 17:16 BlockMen a simple question. does another one need to agree for a typo fix in lua-api, or is it fine just to push 17:17 thexyz (hint: calculate size of the hash we're using, multiply by average number of textures and compare to some texture .png) 17:17 sapier every 2 months another server is added to be autochecked 17:17 sapier serverlist 17:17 thexyz what? 17:17 sapier modlist 17:17 sapier cdn server 17:17 thexyz as you wish.. 17:17 sapier what's going to be next? nsa "I'm now playing minetest" server 17:17 thexyz I just felt that it'll improve player's game experience greatly 17:17 thexyz no more lags even when playing on old servers which aren't going to be updated 17:18 thexyz (when receiving media, that is) 17:18 sapier it may help yes but I don't like it to be default 17:18 thexyz whatever 17:18 thexyz you should ask kahrl if his branch is merge-ready though 17:18 sapier if it's disabled by default and you have to enable it in settings it's fine 17:19 thexyz no it's not 17:19 thexyz because no one will do this and those who won't do this (read: everyone) will complain about media transfer being very slow 17:19 sapier it is as it's an active decision of user so he's aware of it 17:19 thexyz and no one ever will complain about requests being made to some public cdn server 17:20 sapier usually if commercial software does callbacks to servers I don't know I instantly block access to those servers 17:21 sapier noone complains about nsa catching all data ... because most people can't imagine what amount of data is collected 17:21 thexyz now that's some shitposting 17:22 thexyz so I guess this conversation is pointless 17:22 thexyz just ask kahrl if his branch is ready and if it is then just throw it in 17:22 sapier no it isn't user does connect to a server whos ip or name he entered 17:22 sapier usually I don't expect a application to call other servers too 17:22 thexyz this won't lead us anywhere 17:22 thexyz and I'm not in the mood to argue about it; I'll just fix it in the fork 17:23 sapier quite obvious ... guess we need to agree that we don't have same opinion only 17:23 thexyz indeed 17:23 celeron55 thexyz: you shouldn't argue about it endlessly with a single other core dev; it's pointless 17:23 thexyz I know 17:23 thexyz rather than that, I shouldn't argue 17:24 sapier how much forks are out there right now? 17:24 thexyz oh 17:24 thexyz I thought about creating a "minetest family tree" or something like that 17:24 celeron55 i don't have much against using minetest-cdn.net as the default; but i know some people will hate it 17:24 thexyz but I don't know minetest history enough 17:24 thexyz I know about minetest-classic, freeminer; all others seem to be dead 17:25 celeron55 there are one or two (or three?) forks by jachoo 17:25 thexyz aren't those dead? 17:25 sapier if people do forks to get features instead of creating a game I guess we're doing something wrong 17:25 celeron55 yes, but they would be interesting to have there 17:25 thexyz sapier: or maybe right? 17:25 thexyz who knows 17:26 celeron55 sapier: the only thing it means is that people have different opinions 17:26 sapier maybe but our intention was to create a engine as flexible as possible ... imho that means forkin wouldn't be necessary 17:26 celeron55 anyway, i also once made a fork of 0.4 for a paid project where some guy wanted to explore and dig around in his custom-generated voxel worlds 8) 17:27 celeron55 and then bought a laptop with that money 17:28 sapier I'd not call this a "real fork" :-) but yes as of git naming it is 17:28 celeron55 i consider dead forks very important 17:28 celeron55 there's always a lot to learn from in them 17:29 celeron55 because they always become to exist for a reason 20:29 specing /data/specing/programs/minetest/minetest/src/inventory.cpp:624: ItemStack& InventoryList::getItem(irr::u32): Assertion 'i < m_size' failed. 20:29 specing In thread 7f444d5867c0: 20:30 sapier what did you do? 20:30 sapier what mt version? 20:30 specing http://bpaste.net/show/LcHYEROz2Uy5tc7AE7C7/ 20:30 specing sapier: right click a craft guide 20:30 specing 4.8.0-dev (updated saturday?) 20:30 PilzAdam whats the server version? 20:31 specing whatever clip's public server is running 20:31 VanessaE 0.4.8-dev 20:32 specing http://bpaste.net/show/o77onbC1u0Gj5zG7isMW/ 20:32 specing full session 20:32 specing I clicked a craft guide near spawn 20:33 PilzAdam does it only happen for this single craftguide? 20:34 specing I think it is pretty reproducable 20:34 specing I got atleast 5 crashes on saturday 20:34 specing not sure if only this one 20:35 sapier seems we still miss a case of invaid data passed to scriptapi 20:35 PilzAdam yea, I guess its a mod that messes it up 20:35 sapier still we shouldn't crash that way 20:36 sapier specing can you try to find out what is required to reproduce it? or maybe run within gdb? 20:37 PilzAdam whats the server's IP? 20:41 specing sapier: click on that craft guide :/ 20:41 specing jsut crashed again 20:41 PilzAdam sapier, https://gist.github.com/PilzAdam/7880453 20:41 specing yes, I saw PilzAdam crash :D 20:43 Exio4 >optimized out 20:44 sapier argh ... no idea why inventorylist believes to have to hande a size different from the one in its internal vector 20:46 sapier ok inventory list is a little bit more complex to understand what's going on in 30 seconds 20:47 PilzAdam specing, how does the craftguide formspec look when it doesnt crash? 20:48 PilzAdam or better, where is the mod sourcecode? 20:52 sapier InventoryList uses inconsistent size that's not a mod error 20:52 sapier inventory.cpp L592 returns size of vector direct 20:53 sapier while assertion L618 and L624 is against m_size 20:53 sapier and for delete m_items.size() is used again 20:56 specing PilzAdam: it looks like a crafting guide and idk where the source is 20:57 PilzAdam sapier, and where do they get out of sync? 20:57 PilzAdam also changing m_size to m_items.size() in the assert() doesnt fix the crash 20:57 sapier that'S what I haven't figured out but obviously they do 21:04 VanessaE guys, speaking of crashes, how long are you going to let the chat crash that nearly everyone gets bit by persist before investigating and fixing it? 21:05 specing Can someone implement quake-like client-server auth? 21:05 PilzAdam sapier, if(item_i >= (s32) ilist->getSize() || item_i < 0) guiFormspecMenu.cpp:1728 fixes it 21:06 sapier1 great so you do the right check and don't SEE the error any longer 21:07 sapier1 l_inventory.cpp checks for m_size while the called getItem() checks against vectorsize .... meaning in this special case m_size and actual vector size have to be out of sync 21:07 PilzAdam also changing m_size to m_items.size() in the assert() doesnt fix the crash 21:07 PilzAdam seems like the index is just negative 21:08 sapier1 yes changing return m_size to return m_items.size() will fix the issue too 21:09 sapier1 if I'm correct and really l_get_stack is called then index can't be negative 21:09 sapier1 ok let's double check that assumption first 21:10 sapier1 I'd have to put a breakpoint there but according to eclipse search that's the only location at all where getItem is called 21:26 sapier (22:01:49) PilzAdam: also changing m_size to m_items.size() in the assert() doesnt fix the crash ooops ... where does that getItems() call originate from? 21:26 PilzAdam https://gist.github.com/PilzAdam/7880453 21:28 sapier 590 lines of backtrace ;-/ 21:29 PilzAdam well, 530 of it are the_game + main() 21:29 sapier ok I've been completely wrong ... sorry 21:33 PilzAdam hah 21:33 PilzAdam list[context;space;0,0;10,1;-2] causes the crash 21:33 PilzAdam i.e. a negative starting index 21:33 sapier already admited I was wrong ;-) 21:34 sapier but that size handling should be cleaned too 21:34 PilzAdam now where is the list formspec parsed? 21:34 sapier GuiFormSpecMenu.cpp 21:36 Megaf Folks, could you please fix this fucking annoying bug? This stinking shit keeps crashing when ones TRIES to send a not small chat message ~10 words 21:36 Megaf http://paste.debian.net/70051/ 21:36 Megaf I'm totally fed up with this shit 21:36 sapier any idea how to reproduce it? 21:37 Megaf download whatever new build you want, stable or master branch 21:37 Megaf compile it whatever you want too 21:37 sapier doesn't relieably crash for me everytime I trie to get it it's rocksolid 21:37 Megaf join to whatever server, and write whatever you want with + 10 words 21:37 sapier but I've seen those crashes too ... just everytime when I don't use a debugger 21:38 PilzAdam sapier, https://gist.github.com/PilzAdam/7881433 ? 21:38 Megaf it will crash as soon as you hit enter and it wont send any message 21:38 sapier ok push it 21:38 Megaf also this bug is ~3 weeks old 21:39 Megaf perhaps it happens only in my server anyhow 21:40 Megaf its megaf.co.vu port 30003 21:43 PilzAdam specing, its fixed now, get the latest client 21:44 PilzAdam oh, and whoever wrote the craft guide mod needs to fix it 21:46 sapier ok megaf I stop annoying your users doesn't seem to depend on your server 21:47 Megaf Ok, thanks 21:47 Megaf glad that it's not an issue with my server